Fixed bug in logic in areAllTextureObjectsLoaded() which was producing the

exact opposite result to what it should have been generating.
This commit is contained in:
Robert Osfield
2004-01-19 11:01:45 +00:00
parent b9f032bbb5
commit 694aec666c

View File

@@ -549,9 +549,9 @@ bool Texture::areAllTextureObjectsLoaded() const
{
for(unsigned int i=0;i<DisplaySettings::instance()->getMaxNumberOfGraphicsContexts();++i)
{
if (_textureObjectBuffer[i]==0) return true;
if (_textureObjectBuffer[i]==0) return false;
}
return false;
return true;
}
void Texture::applyTexImage2D_load(State& state, GLenum target, const Image* image, GLsizei inwidth, GLsizei inheight,GLsizei numMipmapLevels) const